no code implementations • 25 Jul 2024 • Matthew Barthet, Roberto Gallotta, Ahmed Khalifa, Antonios Liapis, Georgios N. Yannakakis
Game environments offer a unique opportunity for training virtual agents due to their interactive nature, which provides diverse play traces and affect labels.
no code implementations • 20 Nov 2023 • Julian Togelius, Ahmed Khalifa, Sam Earle, Michael Cerny Green, Lisa Soros
Evolutionary machine learning (EML) has been applied to games in multiple ways, and for multiple different purposes.
no code implementations • 16 Aug 2023 • M Charity, Yash Bhartia, Daniel Zhang, Ahmed Khalifa, Julian Togelius
This paper introduces a system used to generate game feature suggestions based on a text prompt.
no code implementations • 3 Aug 2023 • Debosmita Bhaumik, Julian Togelius, Georgios N. Yannakakis, Ahmed Khalifa
We explore AI-powered upscaling as a design assistance tool in the context of creating 2D game levels.
no code implementations • 2 Aug 2023 • Debosmita Bhaumik, Ahmed Khalifa, Julian Togelius
We present Lode Encoder, a gamified mixed-initiative level creation system for the classic platform-puzzle game Lode Runner.
no code implementations • 29 May 2023 • Matthew Siper, Sam Earle, Zehua Jiang, Ahmed Khalifa, Julian Togelius
The PoD method is very data-efficient in terms of original training examples and well-suited to functional artifacts composed of categorical data, such as game levels and discrete 3D structures.
no code implementations • 26 Aug 2022 • Matthew Barthet, Ahmed Khalifa, Antonios Liapis, Georgios N. Yannakakis
Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large.
no code implementations • 26 Aug 2022 • Matthew Barthet, Ahmed Khalifa, Antonios Liapis, Georgios N. Yannakakis
According to the proposed paradigm, RL agents learn a policy (i. e. affective interaction) by attempting to maximize a set of rewards (i. e. behavioral and affective patterns) via their experience with their environment (i. e. context).
no code implementations • 11 Jun 2022 • Ahmed Khalifa, Michael Cerny Green, Julian Togelius
Search-based procedural content generation (PCG) is a well-known method for level generation in games.
no code implementations • 11 Apr 2022 • Michael Cerny Green, Ahmed Khalifa, M Charity, Julian Togelius
In this paper, we present a method for automated persona-driven video game tutorial level generation.
no code implementations • 24 Mar 2022 • Michael Cerny Green, Ahmed Khalifa, M Charity, Debosmita Bhaumik, Julian Togelius
We investigate how to efficiently predict play personas based on playtraces.
no code implementations • 21 Feb 2022 • Matthew Siper, Ahmed Khalifa, Julian Togelius
The Path of Destruction method, as we call it, views level generation as repair; levels are created by iteratively repairing from a random starting level.
1 code implementation • 6 May 2021 • Sam Earle, Maria Edwards, Ahmed Khalifa, Philip Bontrager, Julian Togelius
It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic.
no code implementations • 20 Feb 2021 • Michael Cerny Green, Ahmed Khalifa, Philip Bontrager, Rodrigo Canaan, Julian Togelius
We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations.
no code implementations • 9 Oct 2020 • Jialin Liu, Sam Snodgrass, Ahmed Khalifa, Sebastian Risi, Georgios N. Yannakakis, Julian Togelius
This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.
1 code implementation • 6 Aug 2020 • Omar Delarosa, Hang Dong, Mindy Ruan, Ahmed Khalifa, Julian Togelius
This paper introduces RL Brush, a level-editing tool for tile-based games designed for mixed-initiative co-creation.
1 code implementation • 11 Jul 2020 • Matthew C. Fontaine, Ruilin Liu, Ahmed Khalifa, Jignesh Modi, Julian Togelius, Amy K. Hoover, Stefanos Nikolaidis
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels.
1 code implementation • 17 May 2020 • Ahmed Khalifa, Julian Togelius
This paper introduces a new system to design constructive level generators by searching the space of constructive level generators defined by Marahel language.
no code implementations • 11 Feb 2020 • M Charity, Michael Cerny Green, Ahmed Khalifa, Julian Togelius
This paper introduces a fully automatic method of mechanic illumination for general video game level generation.
no code implementations • 7 Feb 2020 • Michael Cerny Green, Luvneesh Mugrai, Ahmed Khalifa, Julian Togelius
This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications.
1 code implementation • 27 Jan 2020 • Chang Ye, Ahmed Khalifa, Philip Bontrager, Julian Togelius
Deep Reinforcement Learning (DRL) has shown impressive performance on domains with visual inputs, in particular various games.
6 code implementations • 24 Jan 2020 • Ahmed Khalifa, Philip Bontrager, Sam Earle, Julian Togelius
We investigate how reinforcement learning can be used to train level-designing agents.
no code implementations • 3 Oct 2019 • Ruben Rodriguez Torrado, Ahmed Khalifa, Michael Cerny Green, Niels Justesen, Sebastian Risi, Julian Togelius
Theresults demonstrate that the new approach does not only gen-erate a larger number of levels that are playable but also gen-erates fewer duplicate levels compared to a standard GAN.
no code implementations • 6 Sep 2019 • Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Julian Togelius
In a user study, human-identified mechanics are compared against system-identified critical mechanics to verify alignment between humans and the system.
no code implementations • 12 Aug 2019 • Philip Bontrager, Ahmed Khalifa, Damien Anderson, Matthew Stephenson, Christoph Salge, Julian Togelius
Deep reinforcement learning has learned to play many games well, but failed on others.
1 code implementation • 9 Jul 2019 • Daniele Gravina, Ahmed Khalifa, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis
Quality-diversity (QD) algorithms search for a set of good solutions which cover a space as defined by behavior metrics.
no code implementations • 12 Jun 2019 • Ahmed Khalifa, Michael Cerny Green, Diego Perez-Liebana, Julian Togelius
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition.
no code implementations • 11 Jun 2019 • Michael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer, Divyesh Surana, Antonios Liapis, Julian Togelius
This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2.
no code implementations • 15 May 2019 • Ahmed Khalifa, Dan Gopstein, Julian Togelius
Elimination is a word puzzle game for browsers and mobile devices, where all levels are generated by a constrained evolutionary algorithm with no human intervention.
1 code implementation • 18 Apr 2019 • Ahmed Khalifa, Michael Cerny Green, Gabriella Barros, Julian Togelius
The procedural generation of levels and content in video games is a challenging AI problem.
5 code implementations • 27 Mar 2019 • Debosmita Bhaumik, Ahmed Khalifa, Michael Cerny Green, Julian Togelius
We compare them on three different game level generation problems: Binary, Zelda, and Sokoban.
3 code implementations • 4 Feb 2019 • Arthur Juliani, Ahmed Khalifa, Vincent-Pierre Berges, Jonathan Harper, Ervin Teng, Hunter Henry, Adam Crespi, Julian Togelius, Danny Lange
Unlike other benchmarks such as the Arcade Learning Environment, evaluation of agent performance in Obstacle Tower is based on an agent's ability to perform well on unseen instances of the environment.
1 code implementation • 9 Sep 2018 • Matthew Stephenson, Damien Anderson, Ahmed Khalifa, John Levine, Jochen Renz, Julian Togelius, Christoph Salge
This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms.
1 code implementation • 18 Jul 2018 • Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, Julian Togelius
The automatic generation of game tutorials is a challenging AI problem.
no code implementations • 11 Jul 2018 • Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Andy Nealen, Julian Togelius
This paper introduces a fully automatic method for generating video game tutorials.
1 code implementation • 28 Jun 2018 • Niels Justesen, Ruben Rodriguez Torrado, Philip Bontrager, Ahmed Khalifa, Julian Togelius, Sebastian Risi
However, when neural networks are trained in a fixed environment, such as a single level in a video game, they will usually overfit and fail to generalize to new levels.
no code implementations • 12 Jun 2018 • Ahmed Khalifa, Scott Lee, Andy Nealen, Julian Togelius
We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles.
no code implementations • 30 May 2018 • Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Julian Togelius
We propose the problem of tutorial generation for games, i. e. to generate tutorials which can teach players to play games, as an AI problem.
1 code implementation • 28 Feb 2018 • Diego Perez-Liebana, Jialin Liu, Ahmed Khalifa, Raluca D. Gaina, Julian Togelius, Simon M. Lucas
In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL).
no code implementations • 9 May 2017 • Ahmed Khalifa, Gabriella A. B. Barros, Julian Togelius
DeepTingle is a text prediction and classification system trained on the collected works of the renowned fantastic gay erotica author Chuck Tingle.